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What is your top question/concern about 4th edition?
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<blockquote data-quote="Mercule" data-source="post: 3783466" data-attributes="member: 5100"><p><strong>#1: How will resource management work?</strong> I'm extremely skeptical of the per encounter mechanic. I don't care for it in ToB and I can't see it being particularly appropriate to combat maneuvers and it's only marginally better for magic. I've seen the seeds of good ideas (mostly from other ENWorlders, not WotC), so I remain open to seeing what they come up with.</p><p></p><p><strong>#2: The Ranger</strong> Actually, I've pretty well written this one off. The ranger is a warrior with an strong survivalist/outdoorsy bent. He isn't a rogue that's good in the woods. He isn't a slightly more physical, less magical druid. The ranger archetype, IMO, has more in common with the barbarian than with the rogue, and they aren't much closer to a druid than to a sorcerer. At this point, though, I think the definition of what "ranger" means is so diluted with all the different editions that it's a meaningless word. I'm hoping that WotC drops the term and calls the 4E ranger a "scout".</p><p></p><p><strong>#3: Will this still be "D&D"?</strong> 25+ levels of spells. Spell adder items. Martial abilities similar to spells. Power sources. Combat roles. Per encounter abilities. Three hit dice at first level. That's a lot of change. All I want is a system that lets me play the kinds of games I played with 1E, just more smoothly, easier, and higher definition (i.e. rogues have skills rather than set abilities, multiclassing works better, swashbucklers are workable, etc.). I don't want Exalted, Earthdawn, Legend of the Five Rings, or any other fantasy game.</p><p></p><p><strong>#4: Ease of play</strong> WotC says they are working on reducing prep time and in-game delays caused by complex and/or idiosyncratic rules. I hope this is true. I don't have the time I used to.</p></blockquote><p></p>
[QUOTE="Mercule, post: 3783466, member: 5100"] [b]#1: How will resource management work?[/b] I'm extremely skeptical of the per encounter mechanic. I don't care for it in ToB and I can't see it being particularly appropriate to combat maneuvers and it's only marginally better for magic. I've seen the seeds of good ideas (mostly from other ENWorlders, not WotC), so I remain open to seeing what they come up with. [b]#2: The Ranger[/b] Actually, I've pretty well written this one off. The ranger is a warrior with an strong survivalist/outdoorsy bent. He isn't a rogue that's good in the woods. He isn't a slightly more physical, less magical druid. The ranger archetype, IMO, has more in common with the barbarian than with the rogue, and they aren't much closer to a druid than to a sorcerer. At this point, though, I think the definition of what "ranger" means is so diluted with all the different editions that it's a meaningless word. I'm hoping that WotC drops the term and calls the 4E ranger a "scout". [b]#3: Will this still be "D&D"?[/b] 25+ levels of spells. Spell adder items. Martial abilities similar to spells. Power sources. Combat roles. Per encounter abilities. Three hit dice at first level. That's a lot of change. All I want is a system that lets me play the kinds of games I played with 1E, just more smoothly, easier, and higher definition (i.e. rogues have skills rather than set abilities, multiclassing works better, swashbucklers are workable, etc.). I don't want Exalted, Earthdawn, Legend of the Five Rings, or any other fantasy game. [b]#4: Ease of play[/b] WotC says they are working on reducing prep time and in-game delays caused by complex and/or idiosyncratic rules. I hope this is true. I don't have the time I used to. [/QUOTE]
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